[Scummvm-cvs-logs] CVS: scummvm/scumm palette.cpp,2.48,2.49
kirben
kirben at users.sourceforge.net
Wed May 25 02:14:21 CEST 2005
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv17815/scumm
Modified Files:
palette.cpp
Log Message:
Remove left overs and update comment.
Index: palette.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/palette.cpp,v
retrieving revision 2.48
retrieving revision 2.49
diff -u -d -r2.48 -r2.49
--- palette.cpp 25 May 2005 01:35:32 -0000 2.48
+++ palette.cpp 25 May 2005 09:11:38 -0000 2.49
@@ -579,31 +579,19 @@
byte *table = _shadowPalette + start;
int i;
- // This is a correction of the patch supplied for BUG #588501.
- // It has been tested in all four known rooms where unkRoomFunc3 is used:
+ // This is an implementation based on the original games code.
+ //
+ // The four known rooms where setupShadowPalette is used in atlantis are:
//
// 1) FOA Room 53: subway departing Knossos for Atlantis.
// 2) FOA Room 48: subway crashing into the Atlantis entrance area
// 3) FOA Room 82: boat/sub shadows while diving near Thera
// 4) FOA Room 23: the big machine room inside Atlantis
//
- // The implementation behaves well in all tests.
- // Pixel comparisons show that the resulting palette entries being
- // derived from the shadow palette generated here occassionally differ
- // slightly from the ones derived in the LEC executable.
- // Not sure yet why, but the differences are VERY minor.
- //
// There seems to be no explanation for why this function is called
// from within Room 23 (the big machine), as it has no shadow effects
// and thus doesn't result in any visual differences.
- int max;
- if (_version >= 5 && _version <= 6) {
- max = 252;
- } else {
- max = 255;
- }
-
if (_gameId == GID_SAMNMAX) {
for (i = 0; i < 256; i++)
_shadowPalette[i] = i;
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